Awoken is a fantasy RPG system for 4-7 Players that homages its classic predecessors while bringing new life to the genre with modern mechanics.
Awoken focuses on deep storytelling through the fluidity of its story arcs. This is achieved through Class specific adventures and solo quests when a character levels up. Awoken’s “Open Play System” also allows for deep character personalization as Players choose weapons and increase through that weapon/magic’s specific Skill Tree.
Players also collect Item Cards along their journey, filling up their physical Inventory Boards and purchasing backpacks that can be jigsaw connected to gain more space.
How does it work?
Awoken plays like a classic RPG with dice rolling, character attributes, and unique class abilities. One player becomes the Game Master, the all knowing and all powerful overseer of the game. This player will play as all the Non-Playable Characters (NPCs) that the other players encounter, including enemies. The other players will be given a list of 10 Classes to choose from, at which point they will create their first character. Skip to [Character Creation] for more details.
Influenced by classic RPGs, Awoken takes a modern approach to the genre with an overhaul to mechanics, more streamlined gameplay, and a stronger focus on character customisation.
We are also excited to say, they were kind enough to send a copy of Awoken for us to review!! So be sure to keep an eye on the website next weekend for that!!
More Game Information:
What sets Awoken apart?
Awoken has a host of new and unique mechanics not seen in classic RPBGs. These mechanics make gameplay more fluid and allows players more freedom with character personalisation.
Replaces classic Alignment with a fluid “karma” score that rewards and punishes players for their gameplay. These rewards in no way push players towards a certain style on play.
Replacing Weight Management in a fun and artistic way, Awoken has introduced a physical card and inventory system to help players keep track of their equipment.
Awoken’s combat system feels similar in base mechanics to classic RPGs; rolling a D20 then adding modifiers to get a score equal to or over an enemy’s Armour Level. But, an overhaul to dealing and receiving damage alongside Awoken’s magic system allows players to breeze through low level combat, feel more powerful in fights, and still be challenged by equal and high level encounters.
Scaling Damage Table:
Awoken has introduced a Table that scales Damage depending on how high over an enemy’s Armour Level a player rolls. This mechanic removes player disappointment when getting a D20 roll much higher than an enemy’s Armour Level and only dealing 1 damage on their damage die.
Each player has a set number of actions they can make each turn during combat. Players can unlock more Action Points through class levels, special quests, and Tomes of Knowledge. There are 12 actions that can be made during a turn, Normal Attack, Heavy Attack, Finesse Attack, Cast Spell, Flare Spell, Disengage, Guard Stance, Move, Sprint, Use Ability, Free Action, Hold for Reflex.
Awoken has 3 types of physical attacks; Normal, Heavy, and Finesse. Each attack has its advantages and disadvantages.
Only costs 1 action, uses proficiency and attribute modifiers
Standard weapon damage
Player deals double damage, rolling damage dice twice.
Costs 2 actions, player is left flat footed and open to attacks from behind
Player can do specialised attacks; chopping hand off, blinding one eye
Costs 2 actions, only use Finesse Skill for modifier, if the player misses enemy automatically gets a free attack.
Awoken has a video-game-styled magic system with a Magic Pool that lowers with each cast spell and regenerates each new turn. This allows for dynamic Magical combat and doesn’t restrain players with a set number of daily spells.
Takes as many actions as required to cast (1 to 8) and lowers Magic Pool by the stated amount.
Damage and Touch spells require attack rolls to complete. Some spells require Reflex Check fails from enemies to complete, while others are automatically complete when cast.
Spells can be cast at higher levels to deal more damage, last longer, or encompass more targets but have a higher Magic Pool cost.
Adds 2 actions on top of Spell’s action count.
Flaring a spell either doubles damage, makes it easier to cast, makes it harder to resist, or lasts longer.